| 1 | /**************************************************************************************** |
| 2 | |
| 3 | Copyright (C) 2015 Autodesk, Inc. |
| 4 | All rights reserved. |
| 5 | |
| 6 | Use of this software is subject to the terms of the Autodesk license agreement |
| 7 | provided at the time of installation or download, or which otherwise accompanies |
| 8 | this software in either electronic or hard copy form. |
| 9 | |
| 10 | ****************************************************************************************/ |
| 11 | |
| 12 | //! \file fbxskeleton.h |
| 13 | #ifndef _FBXSDK_SCENE_GEOMETRY_SKELETON_H_ |
| 14 | #define _FBXSDK_SCENE_GEOMETRY_SKELETON_H_ |
| 15 | |
| 16 | #include <fbxsdk/fbxsdk_def.h> |
| 17 | |
| 18 | #include <fbxsdk/scene/geometry/fbxnodeattribute.h> |
| 19 | |
| 20 | #include <fbxsdk/fbxsdk_nsbegin.h> |
| 21 | |
| 22 | /** This class specializes a node attribute to represent the elements forming "bone" |
| 23 | * chains. The FbxSkeleton name of the class comes from the analogy with the human body |
| 24 | * skeletal structure. In fact, an object of this type is nothing more than a transform |
| 25 | * node with special properties that are useful for its graphical representation and during |
| 26 | * IK/FK and skin deformation computations. Typically, a scene will contain chains of FbxSkeleton |
| 27 | * node attributes that, together, form a skeleton segment. For instance, the representation of the |
| 28 | * leg of a character can be achieved using one parent node with the attribute eRoot, followed by |
| 29 | * one child (femur) of type eLimb, this child having a child also (tibia) of the same type. Finally, |
| 30 | * terminated with a last node attribute of type eEffector (ankle). |
| 31 | * |
| 32 | * \nosubgrouping |
| 33 | */ |
| 34 | class FBXSDK_DLL FbxSkeleton : public FbxNodeAttribute |
| 35 | { |
| 36 | FBXSDK_OBJECT_DECLARE(FbxSkeleton,FbxNodeAttribute); |
| 37 | |
| 38 | public: |
| 39 | //! Return the type of node attribute (i.e: FbxNodeAttribute::EType::eSkeleton). |
| 40 | virtual FbxNodeAttribute::EType GetAttributeType() const; |
| 41 | |
| 42 | //! Reset the skeleton to default values and type to \c eRoot. |
| 43 | void Reset(); |
| 44 | |
| 45 | /** |
| 46 | * \name Skeleton Properties |
| 47 | */ |
| 48 | //@{ |
| 49 | |
| 50 | /** \enum EType Skeleton types. |
| 51 | * \remarks \e eEffector is synonymous to \e eRoot. |
| 52 | * \remarks The \e eLimbNode type is a bone defined uniquely by a transform and a size value while |
| 53 | * \remarks the \e eLimb type is a bone defined by a transform and a length. |
| 54 | */ |
| 55 | enum EType |
| 56 | { |
| 57 | eRoot, /*!< First element of a chain. */ |
| 58 | eLimb, /*!< Chain element. */ |
| 59 | eLimbNode, /*!< Chain element. */ |
| 60 | eEffector /*!< Last element of a chain. */ |
| 61 | }; |
| 62 | |
| 63 | /** Set the skeleton type. |
| 64 | * \param pSkeletonType Skeleton type identifier. |
| 65 | */ |
| 66 | void SetSkeletonType(EType pSkeletonType); |
| 67 | |
| 68 | /** Get the skeleton type. |
| 69 | * \return Skeleton type identifier. |
| 70 | */ |
| 71 | EType GetSkeletonType() const; |
| 72 | |
| 73 | /** Get a flag to know if the skeleton type was set. |
| 74 | * \return \c true if a call to SetSkeletonType() has been made. |
| 75 | * \remarks When the attribute is not set, the application can choose to ignore the attribute or use the default value. |
| 76 | * \remarks The flag is set back to \c false when Reset() is called. |
| 77 | */ |
| 78 | bool GetSkeletonTypeIsSet() const; |
| 79 | |
| 80 | /** Get the default value for the skeleton type. |
| 81 | * \return \c eRoot |
| 82 | */ |
| 83 | EType GetSkeletonTypeDefaultValue() const; |
| 84 | |
| 85 | /** Get the default value for the limb length. |
| 86 | * \return 1.0 |
| 87 | */ |
| 88 | double GetLimbLengthDefaultValue() const; |
| 89 | |
| 90 | /** Get the default value for the limb node size. |
| 91 | * \return 100.0 |
| 92 | */ |
| 93 | double GetLimbNodeSizeDefaultValue() const; |
| 94 | |
| 95 | /** Set limb or limb node color. |
| 96 | * \param pColor RGB values for the limb color. |
| 97 | * \return \c true if skeleton type is \c eLimb or \c eLimbNode, \c false otherwise. |
| 98 | * \remarks Limb or limb node color is only set if skeleton type is \c eLimb or \c eLimbNode. |
| 99 | */ |
| 100 | bool SetLimbNodeColor(const FbxColor& pColor); |
| 101 | |
| 102 | /** Get limb or limb node color. |
| 103 | * \return Currently set limb color. |
| 104 | * \remarks Limb or limb node color is only valid if skeleton type is \c eLimb or \c eLimbNode. |
| 105 | */ |
| 106 | FbxColor GetLimbNodeColor() const; |
| 107 | |
| 108 | /** Get a flag to know if the limb node color was set. |
| 109 | * \return \c true if a call to SetLimbNodeColor() has been made. |
| 110 | * \remarks When the attribute is not set, the application can choose to ignore the attribute or use the default value. |
| 111 | * \remarks The flag is set back to \c false when Reset() is called. |
| 112 | */ |
| 113 | bool GetLimbNodeColorIsSet() const; |
| 114 | |
| 115 | /** Get the default value for the limb node color. |
| 116 | * \return R=0.8, G=0.8, B=0.8 |
| 117 | */ |
| 118 | FbxColor GetLimbNodeColorDefaultValue() const; |
| 119 | |
| 120 | /** To see if this skeleton is Root. |
| 121 | * \return \c true if this is root of the skeleton, \c false otherwise. |
| 122 | * \remarks if a skeleton node do not have a parent or its parent is not a skeleton node itself, then this |
| 123 | * skeleton is root in the hierarchy. |
| 124 | */ |
| 125 | bool IsSkeletonRoot() const; |
| 126 | |
| 127 | //@} |
| 128 | |
| 129 | |
| 130 | /** |
| 131 | * \name Property Names |
| 132 | */ |
| 133 | static const char* sSize; |
| 134 | static const char* sLimbLength; |
| 135 | |
| 136 | /** |
| 137 | * \name Property Default Values |
| 138 | */ |
| 139 | //@{ |
| 140 | static const FbxDouble sDefaultSize; |
| 141 | static const FbxDouble sDefaultLimbLength; |
| 142 | |
| 143 | |
| 144 | ////////////////////////////////////////////////////////////////////////// |
| 145 | // |
| 146 | // Properties |
| 147 | // |
| 148 | ////////////////////////////////////////////////////////////////////////// |
| 149 | |
| 150 | /** This property handles the limb node size. |
| 151 | * |
| 152 | * To access this property do: Size.Get(). |
| 153 | * To set this property do: Size.Set(FbxDouble). |
| 154 | * |
| 155 | * Default value is 100.0 |
| 156 | */ |
| 157 | FbxPropertyT<FbxDouble> Size; |
| 158 | |
| 159 | /** This property handles the skeleton limb length. |
| 160 | * |
| 161 | * To access this property do: LimbLength.Get(). |
| 162 | * To set this property do: LimbLength.Set(FbxDouble). |
| 163 | * |
| 164 | * FbxSkeleton is a node attribute and it will be attached to a FbxNode which represents the transform. |
| 165 | * Given a chain of skeleton nodes the parent and child skeletons will be attached to a parent node and a child node. |
| 166 | * The orientation of the limb is computed from the vector between the parent and child position (from parent to child). |
| 167 | * The LimbLength represents the proportion |
| 168 | * of the parent node's position to the child node's position which is used to compute the actual limb length. |
| 169 | * The default value of 1.0 means the LimbLength is equal to the length between the parent and child node's position. |
| 170 | * So if the value is 0.5, it means the LimbLength will be half of the length between the parent and child node's position. |
| 171 | */ |
| 172 | FbxPropertyT<FbxDouble> LimbLength; |
| 173 | |
| 174 | /***************************************************************************************************************************** |
| 175 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
| 176 | *****************************************************************************************************************************/ |
| 177 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
| 178 | virtual FbxObject& Copy(const FbxObject& pObject); |
| 179 | |
| 180 | protected: |
| 181 | virtual void Construct(const FbxObject* pFrom); |
| 182 | virtual void ConstructProperties(bool pForceSet); |
| 183 | |
| 184 | void Reset( bool pResetProperties ); |
| 185 | |
| 186 | virtual const char* GetTypeName() const; |
| 187 | virtual FbxStringList GetTypeFlags() const; |
| 188 | |
| 189 | EType mSkeletonType; |
| 190 | |
| 191 | bool mLimbLengthIsSet; |
| 192 | bool mLimbNodeSizeIsSet; |
| 193 | bool mLimbNodeColorIsSet; |
| 194 | bool mSkeletonTypeIsSet; |
| 195 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
| 196 | }; |
| 197 | |
| 198 | #include <fbxsdk/fbxsdk_nsend.h> |
| 199 | |
| 200 | #endif /* _FBXSDK_SCENE_GEOMETRY_SKELETON_H_ */ |
| 201 | |